Re: [Audyssey] 3d training was: The future of Blastbay Studios

2009-12-27 Thread Darren Harris
Hi thomas,

In that case doesn't lw fit the bill quite closely as a 3d game? Because you
can go in all those directions, even go under enemy ships through caves and
the like. I think so far lw is about the most complex game out there.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 26 December 2009 20:52
To: Gamers Discussion list
Subject: Re: [Audyssey] 3d training was: The future of Blastbay Studios


Hi Dark,
I like the concept of an open arena type game as a free training 
program, but unfortunately that wouldn't be a very good example of a 
true 3d game. If we are talking a true 3d game keep in mind we aren't 
just talking north, south, east, and west directions. There has to be an 
element of vertical movement as well else we are still a 2d game. That's 
essentially the problem with Shades of Doom. It only offers an x and y 
axis of movement, and there is no vertical up/down movement at all in 
the game. This is totally different from what Tomb Hunter II will be 
like. Here is an example of what I mean.
In Tomb Hunter II besides being able to turn 360 degrees and move north, 
south, east, and west through the tombs you'll also have a fair amount 
of climbing up/down to get through the tombs. You might have to climb a 
rope to ascend into a room above you or remove a trap door to jump into 
a room below you. So instead of four directions of movement you will 
have a total of six possible directions to go from any point on the 
level. Does this make sense?
Let's use this as a very simple example. Let's assume you are swimming 
in the ocean and you are underwater. Besides being able to swim forward 
and backward you can turn 360 degrees moving north, south, east, or west 
as well. However, you should also be able to swim down towards the ocean 
floor or swim up to the surface. A game based on my swimming example 
would be a far more accurate and realistic example of a 3d game simple 
as it is.

HTH


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Re: [Audyssey] 3d training was: The future of Blastbay Studios

2009-12-27 Thread Thomas Ward

Hi Darren,
Yes and no. While Lonewolf does allow your submarine to move in a 3d 
world most of the enemies such as the enemy subs stay on the surface. So 
while the game has the potential to go completely 3d it does not in fact 
do so. Plus it uses simple panning from left to right which means while 
the game has a 3d world audio is rendered only in 2d. There hasn't been 
a game that does both of these things very well in one game.


HTH

Darren Harris wrote:

Hi thomas,

In that case doesn't lw fit the bill quite closely as a 3d game? Because you
can go in all those directions, even go under enemy ships through caves and
the like. I think so far lw is about the most complex game out there.
  



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Re: [Audyssey] 3d training was: The future of Blastbay Studios

2009-12-27 Thread Darren Harris
Hi thomas,

Yes I see what you mean. When you put it like that I completely agree. I
really want to see some sort of space simulator. Those are my favourite type
of game and if there's 1 thing that I'm disappointed in when it comes to the
blind friendly market that's the 1 thing that disappoints me. Because that's
1 area of gaming that really hasn't been explored. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 27 December 2009 20:46
To: Gamers Discussion list
Subject: Re: [Audyssey] 3d training was: The future of Blastbay Studios


Hi Darren,
Yes and no. While Lonewolf does allow your submarine to move in a 3d 
world most of the enemies such as the enemy subs stay on the surface. So 
while the game has the potential to go completely 3d it does not in fact 
do so. Plus it uses simple panning from left to right which means while 
the game has a 3d world audio is rendered only in 2d. There hasn't been 
a game that does both of these things very well in one game.

HTH

Darren Harris wrote:
 Hi thomas,

 In that case doesn't lw fit the bill quite closely as a 3d game? 
 Because you can go in all those directions, even go under enemy ships 
 through caves and the like. I think so far lw is about the most 
 complex game out there.
   


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Re: [Audyssey] 3d training was: The future of Blastbay Studios

2009-12-27 Thread Harmony Neil
To be honest, I find shades of doom rather bboring.  Don't know if it's
because I havven't taken the time to listen to the instructions more
closely, but I prefer Night Of Parisite, which is pretty cool.  I completed
that game nearly, but got fed up of trying to finish the 3rd level.
Gurr'rr'rr'rr'rr'rrr??? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 26 December 2009 10:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] 3d training was: The future of Blastbay Studios

Hi tom.

One thing at a time! people can play many left right sterrio targiting 

strictly speaking 1 dimentional affairs, yet find a 2D game like shades 
complex,  so I suggest an open arena type trainer for 
familiarity, --- -something I think might stil be valuable so people can 
understand analogue movement.

If however tomb hunter Ii is going to be 3D and even more complex, I believe

people will need to work up to it.

A 2D arena game like robotrron might be a good start,  then perhaps a 3D

flight based arena game (give the character's jet packs to avoid all that 
irritating flight physics), or a basic climb to the top of the pyramid type 
affair for 3D training.
while I know certainly the tomb raider games had their own trainers with 
lara croft walking and around her mantion and swimming in her swimming 
pool,  I'd say something more is needed,  ie, something where people

can explore 2D analogue and 3D movement under the pressure of enemies and 
scoring constraints, trying to rack up better scofres, and thus get used to 
the idea.

Beware the grue!

dark.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 26, 2009 8:51 PM
Subject: Re: [Audyssey] 3d training was: The future of Blastbay Studios


 Hi Dark,
 I like the concept of an open arena type game as a free training program, 
 but unfortunately that wouldn't be a very good example of a true 3d game. 
 If we are talking a true 3d game keep in mind we aren't just talking 
 north, south, east, and west directions. There has to be an element of 
 vertical movement as well else we are still a 2d game. That's essentially 
 the problem with Shades of Doom. It only offers an x and y axis of 
 movement, and there is no vertical up/down movement at all in the game. 
 This is totally different from what Tomb Hunter II will be like. Here is 
 an example of what I mean.
 In Tomb Hunter II besides being able to turn 360 degrees and move north, 
 south, east, and west through the tombs you'll also have a fair amount of 
 climbing up/down to get through the tombs. You might have to climb a rope 
 to ascend into a room above you or remove a trap door to jump into a room 
 below you. So instead of four directions of movement you will have a total

 of six possible directions to go from any point on the level. Does this 
 make sense?
 Let's use this as a very simple example. Let's assume you are swimming in 
 the ocean and you are underwater. Besides being able to swim forward and 
 backward you can turn 360 degrees moving north, south, east, or west as 
 well. However, you should also be able to swim down towards the ocean 
 floor or swim up to the surface. A game based on my swimming example would

 be a far more accurate and realistic example of a 3d game simple as it is.

 HTH


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Re: [Audyssey] 3d training was: The future of Blastbay Studios

2009-12-27 Thread Hayden Presley
The enemy subs stay on the surface? Hmmm.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, December 27, 2009 2:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] 3d training was: The future of Blastbay Studios

Hi Darren,
Yes and no. While Lonewolf does allow your submarine to move in a 3d 
world most of the enemies such as the enemy subs stay on the surface. So 
while the game has the potential to go completely 3d it does not in fact 
do so. Plus it uses simple panning from left to right which means while 
the game has a 3d world audio is rendered only in 2d. There hasn't been 
a game that does both of these things very well in one game.

HTH

Darren Harris wrote:
 Hi thomas,

 In that case doesn't lw fit the bill quite closely as a 3d game? Because
you
 can go in all those directions, even go under enemy ships through caves
and
 the like. I think so far lw is about the most complex game out there.
   


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Re: [Audyssey] 3d training was: The future of Blastbay Studios

2009-12-27 Thread Thomas Ward

Hi Hayden,
Yes, they do. That has been and is one of my major complaints with 
Lonewolf. All of the enemies, including submarines, are surface vessels, 
and there is no ability to have a 3d combat situation where you might 
have to combat enemy subs that might be above or below your current 
depth. If they are attacking you you can dive to escape but the enemy 
submarines can't follow you down to 80 feet or whatever. that's why I 
say although Lonewolf has a 3d grid, a 3d world, Lonewolf doesn't 
actually use it to its best advantage.


Hayden Presley wrote:

The enemy subs stay on the surface? Hmmm.
  



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Re: [Audyssey] 3d training was: The future of Blastbay Studios

2009-12-27 Thread Thomas Ward

hi Tom,
In Lonewolf the firing depth is 40 feet. However, were this a true World 
War II submarine simulation firing depth would be 60 feet if memory 
serves me correctly. So the games facts or technical specifications are 
off some.


Tom Randall wrote:

Yes, the enemy subs tend to stay close to the surface if they are attacking,
and you have to do the same thing with your sub, you can only target
torpedoes if you are above a certain depth, I cannot remember what that is
exactly I need to re-install Lone Wolf.  Pretty much the only reason you go
deep is if you are trying to evade something.

Hope this helps.

Tom
  



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Re: [Audyssey] 3d training was: The future of Blastbay Studios

2009-12-27 Thread Hayden Presley
Myself, the only thing I've seen that tags them as submarines is the fact
that they can fire torpedoes at you.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, December 27, 2009 7:54 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] 3d training was: The future of Blastbay Studios

Hi Hayden,
Yes, they do. That has been and is one of my major complaints with 
Lonewolf. All of the enemies, including submarines, are surface vessels, 
and there is no ability to have a 3d combat situation where you might 
have to combat enemy subs that might be above or below your current 
depth. If they are attacking you you can dive to escape but the enemy 
submarines can't follow you down to 80 feet or whatever. that's why I 
say although Lonewolf has a 3d grid, a 3d world, Lonewolf doesn't 
actually use it to its best advantage.

Hayden Presley wrote:
 The enemy subs stay on the surface? Hmmm.
   


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Re: [Audyssey] 3d training was: The future of Blastbay Studios

2009-12-27 Thread shaun everiss
yeah the only thing the ships can do is charge your ship.
this is dangerous however if you get to about 250-300 feet then it doesn't 
matter.
if the ships keep going then they are hard to hit but if they stop and some do 
then these are easy targets.
At 02:53 p.m. 28/12/2009, you wrote:
Hi Hayden,
Yes, they do. That has been and is one of my major complaints with Lonewolf. 
All of the enemies, including submarines, are surface vessels, and there is no 
ability to have a 3d combat situation where you might have to combat enemy 
subs that might be above or below your current depth. If they are attacking 
you you can dive to escape but the enemy submarines can't follow you down to 
80 feet or whatever. that's why I say although Lonewolf has a 3d grid, a 3d 
world, Lonewolf doesn't actually use it to its best advantage.

Hayden Presley wrote:
The enemy subs stay on the surface? Hmmm.
  


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Re: [Audyssey] 3d training was: The future of Blastbay Studios

2009-12-26 Thread Kevin Weispfennig

Hi,

I actually really like that idea. Yeah, I would like to see something like 
that. I know its gonna be more complicated as it was programming The real 
Kringle Crash, though it practices. As  you as the programmer, and the 
player. So I think that might be a good idea.


Kevin
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 26, 2009 3:51 AM
Subject: [Audyssey] 3d training was: The future of Blastbay Studios


Hi.

While i do see your point tom, personally for me it depends entirely upon
the navigation system. i'm probably the worst person you will find in terms
of spacial navigation,  due to brain damage when I was born. I
physically find any grid based game with multiple objects such as sudoku,
mine sweeper or even solitare nerely impossible to play due to this.

For 3d games though, I do nbelieve there is a lot of potential for something
interesting provided the navigational features are good enough, --- turn
indicators, examination in speech of the environment, use of markers, have
I visited before keys  etc.

I've never had trouble playing Gma tank commander, shades or sarah,  or
indeed terraformers.

that being said though, monkey business I'm frankly horrible at and have
never got past the jungle level due to far too much sound, and far too
little navigation help.

I admit I love 2D games and want to see more of them,  but I equally
wouldn't want to see no more 3d games being produced.
but if edevelopers are afraid that £3d games won't be well recieved, 
why produce one?

One thing i've noticed is side scrollers are easier to pick up and play, ---
you hear it on the left, move left and smack or collect it etc.

also, with the tonnes and tonnes of left/right sterrio targiting affairs on
the markit,  many of them free, people get a lot of practice with that
sort of navigation.

there has recently been a lot of talk on this list about old atari 2600
remakes like Asteroids and missile command.

how about creating a game like robotron or berzerk as a 3D freeby. Just you,
in a mostly open 3D area, with a laser gun and lots of robots to shoot. Like
Berzerk you could have electrified walls,  or like robotron you could
have a completely open square arena, but with power ups and bonuses to
collect.

either way, it would be the 3D version of something like kringle crash. No
complicated mazes, weapons, puzles or anything else to worry about, 
just you, a gun, and some nasties,  and your skills at 3D navigation and
dodging.

This would let people practice combat and movement in 3D as easily as
practicing 2D,  and create another nice fun game,  possibly an atari
remake in the process.

I'm guessing with the genesis engine, you might already have done something
similar yourself for testing purposes,  if not I appologise,  but if
so, maybe it'd be worth slapping some sounds together and turning it into a
game so people can practice their 3D combat skills.

just an idea.

beware the grue!

Dark.


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Re: [Audyssey] 3d training was: The future of Blastbay Studios

2009-12-26 Thread Thomas Ward

Hi Dark,
I like the concept of an open arena type game as a free training 
program, but unfortunately that wouldn't be a very good example of a 
true 3d game. If we are talking a true 3d game keep in mind we aren't 
just talking north, south, east, and west directions. There has to be an 
element of vertical movement as well else we are still a 2d game. That's 
essentially the problem with Shades of Doom. It only offers an x and y 
axis of movement, and there is no vertical up/down movement at all in 
the game. This is totally different from what Tomb Hunter II will be 
like. Here is an example of what I mean.
In Tomb Hunter II besides being able to turn 360 degrees and move north, 
south, east, and west through the tombs you'll also have a fair amount 
of climbing up/down to get through the tombs. You might have to climb a 
rope to ascend into a room above you or remove a trap door to jump into 
a room below you. So instead of four directions of movement you will 
have a total of six possible directions to go from any point on the 
level. Does this make sense?
Let's use this as a very simple example. Let's assume you are swimming 
in the ocean and you are underwater. Besides being able to swim forward 
and backward you can turn 360 degrees moving north, south, east, or west 
as well. However, you should also be able to swim down towards the ocean 
floor or swim up to the surface. A game based on my swimming example 
would be a far more accurate and realistic example of a 3d game simple 
as it is.


HTH


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Re: [Audyssey] 3d training was: The future of Blastbay Studios

2009-12-26 Thread dark

Hi tom.

One thing at a time! people can play many left right sterrio targiting   
strictly speaking 1 dimentional affairs, yet find a 2D game like shades 
complex,  so I suggest an open arena type trainer for 
familiarity, --- -something I think might stil be valuable so people can 
understand analogue movement.


If however tomb hunter Ii is going to be 3D and even more complex, I believe 
people will need to work up to it.


A 2D arena game like robotrron might be a good start,  then perhaps a 3D 
flight based arena game (give the character's jet packs to avoid all that 
irritating flight physics), or a basic climb to the top of the pyramid type 
affair for 3D training.
while I know certainly the tomb raider games had their own trainers with 
lara croft walking and around her mantion and swimming in her swimming 
pool,  I'd say something more is needed,  ie, something where people 
can explore 2D analogue and 3D movement under the pressure of enemies and 
scoring constraints, trying to rack up better scofres, and thus get used to 
the idea.


Beware the grue!

dark.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 26, 2009 8:51 PM
Subject: Re: [Audyssey] 3d training was: The future of Blastbay Studios



Hi Dark,
I like the concept of an open arena type game as a free training program, 
but unfortunately that wouldn't be a very good example of a true 3d game. 
If we are talking a true 3d game keep in mind we aren't just talking 
north, south, east, and west directions. There has to be an element of 
vertical movement as well else we are still a 2d game. That's essentially 
the problem with Shades of Doom. It only offers an x and y axis of 
movement, and there is no vertical up/down movement at all in the game. 
This is totally different from what Tomb Hunter II will be like. Here is 
an example of what I mean.
In Tomb Hunter II besides being able to turn 360 degrees and move north, 
south, east, and west through the tombs you'll also have a fair amount of 
climbing up/down to get through the tombs. You might have to climb a rope 
to ascend into a room above you or remove a trap door to jump into a room 
below you. So instead of four directions of movement you will have a total 
of six possible directions to go from any point on the level. Does this 
make sense?
Let's use this as a very simple example. Let's assume you are swimming in 
the ocean and you are underwater. Besides being able to swim forward and 
backward you can turn 360 degrees moving north, south, east, or west as 
well. However, you should also be able to swim down towards the ocean 
floor or swim up to the surface. A game based on my swimming example would 
be a far more accurate and realistic example of a 3d game simple as it is.


HTH


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